void CylinderBuilder::build(PrimitiveBuilder &builder) const
{
- if(generate_tbn)
- builder.binormal(0, 1, 0);
for(unsigned i=0; i<2; ++i)
{
float z = (i-0.5)*length;
builder.normal(0, 0, i*2.0-1.0);
builder.texcoord(0.5, 0.5);
- if(generate_tbn)
+ if(generate_tan)
builder.tangent((i ? 1 : -1), 0, 0);
builder.vertex(0, 0, z);
for(unsigned j=0; j<segments; ++j)
float v_scale = 1;
adjust_texture_scale(u_scale, v_scale, radius*M_PI*2, length);
- if(generate_tbn)
- builder.binormal(0, 0, 1);
for(unsigned i=0; i<2; ++i)
{
float z = (i-0.5)*length;
float s = sin(a);
builder.normal(c, s, 0);
builder.texcoord(j*u_scale, i*v_scale);
- if(generate_tbn)
+ if(generate_tan)
builder.tangent(-s, c, 0);
builder.vertex(radius*c, radius*s, z);
}